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"Blossomko" and Natasha (Read 2292 times)

Started by The_None, October 19, 2020, 01:38:06 AM
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"Blossomko" and Natasha
#1  October 19, 2020, 01:38:06 AM
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I wasn't sure if it's still possible for me to pique the interest in the wake of the engine's seemingly waning relevance, but I've certainly tried through doing something I figure not everybody would've seen it coming: A pair of two customly converted Beat'em Up Ponytailed Redheads that in some aspects wouldn't be any more different than they've tried (especially in tone and personality). Some would even say they could represent a pair of conflicting feelings, in a way.

And yes, one of them happens to take a liking to a certain TV show.

Spoiler: More screenshots (click to see content)

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Re: "Blossomko" and Natasha
#2  October 19, 2020, 02:04:56 AM
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3 releases in 1 year. That seems a lot more than I thought (Just Boxxob and the WSMIP game this year), but this seems like a decent start.
But don't give up just yet on M.U.G.E.N., The_None. The engine wasn't always that mainstream, but there have been a pretty strong amount of anticipated releases this year and other ones teased from time to time. (Like otz-kai's Madoka, but I doubt who those are.) Your characters are always something that will cheer us up in the long run.

I mean, at least you did more than in 2019, at least.
Sigh.
Re: "Blossomko" and Natasha
#3  October 19, 2020, 03:14:36 AM
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off-topic and all but kinda think of it, its been almost 11 years (well apart from some of your chars in WSMIP) since you made a female char. Your previous being sanae.

great to see that you're coming up with small surprises now and then. I know life to you can seem hard at some points, but hopefully you'll make the best of it.

Thanks for this twofer release :thumbsup:
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Re: "Blossomko" and Natasha
#4  October 19, 2020, 08:58:18 PM
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P cool, it doesn't seem like April First. I know that Blossomko is from Wayforward's take on River City Ransom, but I'm not sure who the other girl is. she looks really spooky, either way. Kinda reminds me of Orochi Leona, and looks just as likely to kill you.

I oughta dust off the old mugen to try these two out. Quick question, how would you describe their playstyles besides them being custom? I can't really tell how they play from the screenshots.
Re: "Blossomko" and Natasha
#5  October 19, 2020, 09:44:42 PM
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Blossomko was adapted into a sorta Melty Blood rushdown character with a twist of KOF 2k2 UM. Also yeah, Power Puff Girls references and more.

Natasha sticks to her beat'em up roots more and her gameplay revolves around a grapple system where you mash buttons to pummel the opponent while they mash to escape. She also can spend meter stocks to heal or enter berserk mode and her win quotes alter depending on how much her controller has been relying on that.
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Re: "Blossomko" and Natasha
#6  October 19, 2020, 10:07:10 PM
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Joob well done, The_None.
Your latest creations are very good indeed.
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Re: "Blossomko" and Natasha
#7  October 19, 2020, 10:12:35 PM
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I tried both of them.
You did a good use of these sprites ! I like the result.

It's very refreshing in mugen universe.

Many POTS projects in my head, I decided to go ahead and try stuffs by myself, even if it's average...
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Re: "Blossomko" and Natasha
#8  October 19, 2020, 10:56:36 PM
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 Glad I'm not the only one who thinks she looks like Blossom. Speaking of which, there is a little error with Blossomko's speed streak she leaves behind while doing dashes where they generate their own shadow.

 Edit: Her AI will occasionally go into state loop and crash the engine in statedef 130.
Last Edit: October 20, 2020, 12:32:53 AM by Nep Heart
Re: "Blossomko" and Natasha
#9  October 20, 2020, 09:03:55 AM
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3 releases in 1 year. That seems a lot more than I thought, but this seems like a decent start.
(...)

I mean, at least you did more than in 2019, at least.

To be fair, not only can the drought of releases be expected whenever I'd get around aiming for more ambitious projects (given the scope of the character in question there is a good reason why my new Dink Smallwood was my sole 2017 Mugen release), but 2019 also happened to be cursed with plenty of hard drive problems to the point I've prefered to wait it out project-wise until I'd got that sorted out.

off-topic and all but kinda think of it, its been almost 11 years (well apart from some of your chars in WSMIP) since you made a female char. Your previous being sanae.

Kanae was Insanius, and in a matter of speaking Smogon came up with WSMIP's Maggie and Anna, being the one he started spriting (the WSMIP chars I've fully started myself from scratch is Franko, the mid and final bosses, as well as a certain secret character that was among one of the most fun I've ever had developing), so yeah these two are my first ever female characters since 12 years ago when I've made a Cave Story character into an escort for a cover-based shooter guy.

There is a particular one female character I've always wanted to do ever since my early years of the mugen tenure (originally sprited or at least crafted through some Blender magic with one of her models and a shader of sorts), but in case I'd end up not being able to do her justice, at least I'd leave out my tenure with something in that regard.

Edit: Her AI will occasionally go into state loop and crash the engine in statedef 130.

I've tested her AI through plenty of 1.1 Watch mode matches throrough the development and I don't recall ever that happening to me on my end (the only tester I could ever find didn't had that happen either). What sort of opponents she'd happen to face for that to usually happen? And didn't you happen to use simul mode? There's a good reason why I put the "this character is not designed for simul mode" disclaimers in the readmes.

Aside of few lines telling whenever to use guard or dodge depending on the character's capabilities, the AI guard coding I've been mostly using for the handful of my most recent characters since and including Magic Geese (including Natasha) so this issue really is concerning to me.

(At least I patched out the speed trail not having the noshadow assertspecial, I can't believe I forgot to put that in)
Last Edit: October 20, 2020, 09:08:04 AM by The_None
Re: "Blossomko" and Natasha
#10  October 20, 2020, 11:39:20 PM
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Only four years for an MRB character to make it? That's reasonable. It's rare you ever make females, and beat em up conversions from you are only a little less rare. I kinda want more MRB characters from you. About your recent pessimism about MUGEN, are you looking into IKEMEN GO Plus right now? Maybe contact Jesuszilla about the Blugen project?
Re: "Blossomko" and Natasha
#11  October 21, 2020, 12:04:06 AM
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Niceeeee. I can't wait to try it for myself.
Re: "Blossomko" and Natasha
#12  October 21, 2020, 01:41:06 AM
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I've tested her AI through plenty of 1.1 Watch mode matches throrough the development and I don't recall ever that happening to me on my end (the only tester I could ever find didn't had that happen either). What sort of opponents she'd happen to face for that to usually happen? And didn't you happen to use simul mode? There's a good reason why I put the "this character is not designed for simul mode" disclaimers in the readmes.

Aside of few lines telling whenever to use guard or dodge depending on the character's capabilities, the AI guard coding I've been mostly using for the handful of my most recent characters since and including Magic Geese (including Natasha) so this issue really is concerning to me.

(At least I patched out the speed trail not having the noshadow assertspecial, I can't believe I forgot to put that in)

 Singles, rarely ever touch simul because it's just a really bad take on Smash's and it's always gave me coding difficulties.

 Either way, it's probably really hard to replicate it since it happened all but once, but I think I was using either my Hotaru or Z2's Goku when the error happened.
Re: "Blossomko" and Natasha
#13  October 21, 2020, 05:05:31 AM
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And didn't you happen to use simul mode? There's a good reason why I put the "this character is not designed for simul mode" disclaimers in the readmes.

I was about to ask that. Why is the character not designed for simul mode? I'm asking because I just did a simul match just now and she is working just fine. Granted, it is with me behind the wheel with her (AI being the Pikachu), but I don't see a problem.
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